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Amazon Gamelift VS Unity Networking

Discussion in 'Multiplayer' started by GIRsMySpritAnimal, Nov 22, 2017.

  1. GIRsMySpritAnimal

    GIRsMySpritAnimal

    Joined:
    Jan 13, 2017
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    Hi I was wondering if anyone has used both Gamelift and Unity Networking or at least the former. If you have was it a good experience or was it too costly? What are your player counts and costs for running the server?
    Any tips for gamelift such as the scaling servers?
     
  2. marcV2g

    marcV2g

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    Jan 11, 2016
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    Do you mean just unet or the unity multiplayer relay servers, if so it depends on if you wan local hosted or dedicated servers.
     
  3. GIRsMySpritAnimal

    GIRsMySpritAnimal

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    I'm not sure. I have no idea how to make it local hosted besides local network/LAN so no one besides people in your house can play but I doubt thats what you mean.
    Honestly any info at all would be helpful
     
  4. Joe-Censored

    Joe-Censored

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    Just want to point out that the Gamelift service and the Unity Multiplayer service do two different things. Unity Multiplayer is for connecting players which are behind home router firewalls, where one of the players will host the game. Gamelift is for managing a dedicated server architecture and connecting players to these dedicated servers.
     
  5. GIRsMySpritAnimal

    GIRsMySpritAnimal

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    Wait unity is local hosting not dedicated? Then what am I paying for? the transmission of data or something?
     
  6. Joe-Censored

    Joe-Censored

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    It isn't that "unity" is local hosting, you can use Unity to make whatever server architecture you want. What the "Unity Multiplayer Service" provides is matchmaker and relay services. The relay service is a way of getting around players hosting games but being behind a home router firewall, which normally prevents hosting servers without manually making port forwarding settings on the router. All players instead make client connections to the relay servers, even the player hosting the game, and all traffic is routed by the relay servers to the correct clients.

    So yes if you use that service you are paying for data transferred through the relays. Unity's UNET networking API in no way requires use of the Unity Multiplayer Service.
     
  7. GIRsMySpritAnimal

    GIRsMySpritAnimal

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    Jan 13, 2017
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    Really? So I wouldn't have to pay for servers? So does that mean when a player is hosting I use the UNET to make them control as the server (updating the game, deciding player positions, etc) like in normal client hosting or am I doing it differently? Also how do I get the players info to put them as a server. I've ever only used UNET to do Lan games (two different computers on same network but not splitscreen)?